Powerhouse VFX - Week 7 - Shading & Rendering
This week, We are reaching 80 to 85 percent of our project and focusing on our clean-cut and hero shots. I was mainly doing rendering jobs. And I textured three shapes of leaves that grow on the vine. Also, the in-frame counts are added to out cuts, which is better for mentor reviewing.
Intergrating & Rendring
I copied the animation from the previous model to our new UVd rig, the process of animation copying was tricky in our rig. Whether copying from the time slider or graphic edit in Maya, I had to be very careful with the name convention on each controller to avoid model Distorted. Then, I exported the flower in place with the animation and camera as an Alembic file. Bring into the scene I built for texturing, assign the material, add lighting according to our shooting location, and finally render out for our shot 2.
I textured and assigned different materials for our shapes of leaves for variants. I wanted to have them slightly different from each other and look cohesive when growing on the vine. I quickly added variant attributes in Houdini to check how they look overall. After our team member Thalia passed me the updated vine movement version, I took care of the lighting and tweaked some texture color, then rendered out the vine growing for our shot 3.
Clean Cut
For next week, the render will coutinue iterating next week as anything we changed on the different CG behavior and movements. Lighting and texture will need to keep tweaking after composting into plates. Also, the shadow pass needs to be addressed and comp in our shots.